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GL_NV_mesh_shader spec typo for per-primitive fragment shader inputs #31

@zeux

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@zeux

The extension spec says:

    (add a new example to the second paragraph, p. 48)

      primitive in vec3 triangleNormal;

But it should use perprimitiveNV instead as far as I understand (perprimitiveNV is accepted by glslang, primitive isn't).

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